static bool quaff_potion(object_type *o_ptr, bool *ident) { /* Analyze the potion */ switch (o_ptr->sval) { case SV_POTION_WATER: case SV_POTION_APPLE_JUICE: case SV_POTION_SLIME_MOLD: { msg_print("You feel less thirsty."); *ident = TRUE; break; } case SV_POTION_SLOWNESS: { if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE; break; } case SV_POTION_SALT_WATER: { msg_print("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)set_poisoned(0); (void)set_paralyzed(p_ptr->paralyzed + 4); *ident = TRUE; break; } case SV_POTION_POISON: { if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10)) { *ident = TRUE; } } break; } case SV_POTION_BLINDNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + rand_int(100) + 100)) { *ident = TRUE; } } break; } case SV_POTION_CONFUSION: { if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + rand_int(20) + 15)) { *ident = TRUE; } } break; } case SV_POTION_SLEEP: { if (!p_ptr->free_act) { if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4)) { *ident = TRUE; } } break; } case SV_POTION_LOSE_MEMORIES: { if (!p_ptr->hold_life && (p_ptr->exp > 0)) { msg_print("You feel your memories fade."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } break; } case SV_POTION_RUINATION: { msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); (void)dec_stat(A_DEX, 25, TRUE); (void)dec_stat(A_WIS, 25, TRUE); (void)dec_stat(A_CON, 25, TRUE); (void)dec_stat(A_STR, 25, TRUE); (void)dec_stat(A_CHR, 25, TRUE); (void)dec_stat(A_INT, 25, TRUE); *ident = TRUE; break; } case SV_POTION_DEC_STR: { if (do_dec_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_DEC_INT: { if (do_dec_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_DEC_WIS: { if (do_dec_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_DEC_DEX: { if (do_dec_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_DEC_CON: { if (do_dec_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_DEC_CHR: { if (do_dec_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_DETONATIONS: { msg_print("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); *ident = TRUE; break; } case SV_POTION_DEATH: { msg_print("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; break; } case SV_POTION_INFRAVISION: { if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100))) { *ident = TRUE; } break; } case SV_POTION_DETECT_INVIS: { if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12))) { *ident = TRUE; } break; } case SV_POTION_SLOW_POISON: { if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE; break; } case SV_POTION_CURE_POISON: { if (set_poisoned(0)) *ident = TRUE; break; } case SV_POTION_BOLDNESS: { if (set_afraid(0)) *ident = TRUE; break; } case SV_POTION_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(25) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_POTION_RESIST_HEAT: { if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_RESIST_COLD: { if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_HEROISM: { if (hp_player(10)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_BERSERK_STRENGTH: { if (hp_player(30)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_CURE_LIGHT: { if (hp_player(damroll(2, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_cut(p_ptr->cut - 10)) *ident = TRUE; break; } case SV_POTION_CURE_SERIOUS: { if (hp_player(damroll(4, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE; break; } case SV_POTION_CURE_CRITICAL: { if (hp_player(damroll(6, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_STAR_HEALING: { if (hp_player(1200)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_LIFE: { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0); (void)set_blind(0); (void)set_confused(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)do_res_stat(A_STR); (void)do_res_stat(A_CON); (void)do_res_stat(A_DEX); (void)do_res_stat(A_WIS); (void)do_res_stat(A_INT); (void)do_res_stat(A_CHR); /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; break; } case SV_POTION_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); *ident = TRUE; } break; } case SV_POTION_RESTORE_EXP: { if (restore_level()) *ident = TRUE; break; } case SV_POTION_RES_STR: { if (do_res_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_RES_INT: { if (do_res_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_RES_WIS: { if (do_res_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_RES_DEX: { if (do_res_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_RES_CON: { if (do_res_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_RES_CHR: { if (do_res_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_INC_STR: { if (do_inc_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_INC_INT: { if (do_inc_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_INC_WIS: { if (do_inc_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_INC_DEX: { if (do_inc_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_INC_CON: { if (do_inc_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_INC_CHR: { if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_AUGMENTATION: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_ENLIGHTENMENT: { msg_print("An image of your surroundings forms in your mind..."); wiz_lite(); *ident = TRUE; break; } case SV_POTION_STAR_ENLIGHTENMENT: { msg_print("You begin to feel more enlightened..."); message_flush(); wiz_lite(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); (void)detect_treasure(); (void)detect_objects_gold(); (void)detect_objects_normal(); identify_pack(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_SELF_KNOWLEDGE: { msg_print("You begin to know yourself a little better..."); message_flush(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_EXPERIENCE: { if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; msg_print("You feel more experienced."); gain_exp(ee); *ident = TRUE; } break; } } return (TRUE); }
/* Cast the specified spell */ bool spell_cast(int spell, int dir) { int chance; int plev = p_ptr->lev; bool failed = FALSE; int py = p_ptr->py; int px = p_ptr->px; /* Get the spell */ const magic_type *mt_ptr = &mp_ptr->info[spell]; /* Spell failure chance */ chance = spell_chance(spell); /* Specialty Ability */ if (player_has(PF_HEIGHTEN_MAGIC)) plev += 1 + ((p_ptr->heighten_power + 5) / 10); if (player_has(PF_CHANNELING)) plev += get_channeling_boost(); /* Failed spell */ if (randint0(100) < chance) { failed = TRUE; if (OPT(flush_failure)) flush(); msg(magic_desc[mp_ptr->spell_realm][SPELL_FAIL]); } /* Process spell */ else { /* Cast the spell */ if (!cast_spell(mp_ptr->spell_book, mt_ptr->index, dir, plev)) return FALSE; /* A spell was cast */ sound(MSG_SPELL); /* A spell was cast or a prayer prayed */ if (!(p_ptr->spell_flags[spell] & PY_SPELL_WORKED)){ int e = mt_ptr->sexp; /* The spell worked */ p_ptr->spell_flags[spell] |= PY_SPELL_WORKED; /* Gain experience */ gain_exp(e * mt_ptr->slevel); /* Redraw object recall */ p_ptr->redraw |= (PR_OBJECT); } } /* Hack - simplify rune of mana calculations by fully draining the rune * first */ if (cave_trap_specific(py, px, RUNE_MANA) && (mana_reserve <= mt_ptr->smana) && (mt_ptr->index != 60)) { p_ptr->csp += mana_reserve; mana_reserve = 0; } /* Rune of mana can take less mana than specified */ if (mt_ptr->index == 60) { /* Standard mana amount */ int mana = 40; /* Already full? */ if (mana_reserve >= MAX_MANA_RESERVE) { /* Use no mana */ mana = 0; } /* Don't put in more than we have */ else if (p_ptr->csp < mana) mana = p_ptr->csp; /* Don't put in more than it will hold */ if (mana_reserve + mana > MAX_MANA_RESERVE) mana = MAX_MANA_RESERVE - mana_reserve; /* Deduct */ p_ptr->csp -= mana; } /* Use mana from a rune if possible */ else if (cave_trap_specific(py, px, RUNE_MANA) && (mana_reserve > mt_ptr->smana)) { mana_reserve -= mt_ptr->smana; } /* Sufficient mana */ else if (mt_ptr->smana <= p_ptr->csp) { /* Use some mana */ p_ptr->csp -= mt_ptr->smana; /* Specialty ability Harmony */ if ((failed == FALSE) & (player_has(PF_HARMONY))) { int frac, boost; /* Percentage of max hp to be regained */ frac = 3 + (mt_ptr->smana / 3); /* Cap at 10 % */ if (frac > 10) frac = 10; /* Calculate fractional bonus */ boost = (frac * p_ptr->mhp) / 100; /* Apply bonus */ (void) hp_player(boost); } } /* Over-exert the player */ else { int oops = mt_ptr->smana - p_ptr->csp; /* No mana left */ p_ptr->csp = 0; p_ptr->csp_frac = 0; /* Message */ if (mp_ptr->spell_realm == REALM_NECROMANTIC) msg("You collapse after the ritual!"); else msg("You faint from the effort!"); /* Hack -- Bypass free action */ (void) inc_timed(TMD_PARALYZED, randint1(5 * oops + 1), TRUE); /* Damage CON (possibly permanently) */ if (randint0(100) < 50) { bool perm = (randint0(100) < 25); /* Message */ msg("You have damaged your health!"); /* Reduce constitution */ (void) dec_stat(A_CON, 15 + randint1(10), perm); } } /* Redraw mana */ p_ptr->redraw |= (PR_MANA); return TRUE; }
/* * do_cmd_cast calls this function based on player class */ void do_cmd_mind(void) { int n = 0; int chance; int minfail = 0; int plev = p_ptr->lev; int old_csp = p_ptr->csp; mind_type spell; bool cast; int use_mind; /* not if confused */ if (p_ptr->confused) { msg_print("You are too confused!"); return; } /* get power */ if (!get_class_power(&n)) return; if ((cp_ptr->flags) & CF_OFFICER) {use_mind = MIND_OFFICER;} else if ((cp_ptr->flags) & CF_AESTHETE) {use_mind = MIND_AESTHETE;} else if ((cp_ptr->flags) & CF_EXPLORER) {use_mind = MIND_EXPLORER;} else if ((cp_ptr->flags) & CF_MEDIUM) {use_mind = MIND_MEDIUM;} else if ((cp_ptr->flags) & CF_RECKONER) {use_mind = MIND_RECKONER;} else if ((cp_ptr->flags) & CF_TOURIST) {use_mind = MIND_TOURIST;} else if ((cp_ptr->flags) & CF_HUSSAR) {use_mind = MIND_HUSSAR;} else if ((cp_ptr->flags) & CF_NATURE) {use_mind = MIND_NATURE;} else if ((cp_ptr->flags) & CF_NINJA) {use_mind = MIND_NINJA;} else { msg_print("You have no powers!"); } spell = mind_powers[use_mind].info[n]; /* Verify "dangerous" spells */ if (spell.mana_cost > p_ptr->csp) { /* Warning */ msg_print("You do not have enough mana to use this power."); /* Verify */ if (!get_check("Attempt it anyway? ")) return; } /* Spell failure chance */ chance = spell.fail; /* Reduce failure rate by "effective" level adjustment */ chance -= 3 * (plev - spell.min_lev); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[cp_ptr->spell_stat]] - 1); /* Not enough mana to cast */ if (spell.mana_cost > p_ptr->csp) { chance += 5 * (spell.mana_cost - p_ptr->csp); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[cp_ptr->spell_stat]]; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; /* Failed spell */ if (randint(100) < chance) { if (flush_failure) flush(); msg_format("You failed to concentrate hard enough!"); /* Backfire information would go here */ } else { sound(SOUND_ZAP); switch(use_mind) { case MIND_OFFICER: /* Cast the spell */ cast = cast_officer_spell(n); break; case MIND_AESTHETE: /* Cast the spell */ cast = cast_aesthete_spell(n); break; case MIND_EXPLORER: /* Cast the spell */ cast = cast_explorer_spell(n); break; case MIND_MEDIUM: /* Cast the spell */ cast = cast_medium_spell(n); break; case MIND_RECKONER: /* Cast the spell */ cast = cast_reckoner_spell(n); break; case MIND_TOURIST: /* Cast the spell */ cast = cast_tourist_spell(n); break; case MIND_HUSSAR: /* Cast the spell */ cast = cast_hussar_spell(n); break; case MIND_NATURE: /* Cast the spell */ cast = cast_nature_spell(n); break; case MIND_NINJA: /* Cast the spell */ cast = cast_ninja_spell(n); break; default: msg_format("Mystery power:%d, %d",use_mind, n); return; } } if (!cast) return; /* Take a turn */ p_ptr->energy_use = 100; /* Sufficient mana */ if (spell.mana_cost <= old_csp) { /* Use some mana */ p_ptr->csp -= spell.mana_cost; /* Limit */ if (p_ptr->csp < 0) p_ptr->csp = 0; } /* Over-exert the player */ else { int oops = spell.mana_cost - old_csp; /* No mana left */ p_ptr->csp = 0; p_ptr->csp_frac = 0; /* Message */ msg_print("You faint from the effort!"); /* Hack -- Bypass free action */ (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1)); /* Damage WIS (possibly permanently) */ if (randint(100) < 50) { bool perm = (randint(100) < 25); /* Message */ msg_print("You have damaged your mind!"); /* Reduce constitution */ (void)dec_stat(A_WIS, 15 + randint(10), perm); } } /* Redraw mana */ p_ptr->redraw |= (PR_MANA); /* Window stuff */ p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); }
/*! * @brief 青魔法コマンドのメインルーチン / * do_cmd_cast calls this function if the player's class is 'Blue-Mage'. * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 */ bool do_cmd_cast_learned(void) { int n = 0; int chance; int minfail = 0; int plev = p_ptr->lev; monster_power spell; bool cast; int need_mana; /* not if confused */ if (p_ptr->confused) { msg_print(_("混乱していて唱えられない!", "You are too confused!")); return TRUE; } /* get power */ if (!get_learned_power(&n)) return FALSE; spell = monster_powers[n]; need_mana = mod_need_mana(spell.smana, 0, REALM_NONE); /* Verify "dangerous" spells */ if (need_mana > p_ptr->csp) { /* Warning */ msg_print(_("MPが足りません。", "You do not have enough mana to use this power.")); if (!over_exert) return FALSE; /* Verify */ if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE; } /* Spell failure chance */ chance = spell.fail; /* Reduce failure rate by "effective" level adjustment */ if (plev > spell.level) chance -= 3 * (plev - spell.level); else chance += (spell.level - plev); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1); chance = mod_spell_chance_1(chance); /* Not enough mana to cast */ if (need_mana > p_ptr->csp) { chance += 5 * (need_mana - p_ptr->csp); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]]; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; chance = mod_spell_chance_2(chance); /* Failed spell */ if (randint0(100) < chance) { if (flush_failure) flush(); msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!")); sound(SOUND_FAIL); if (n >= MS_S_KIN) /* Cast the spell */ cast = cast_learned_spell(n, FALSE); } else { sound(SOUND_ZAP); /* Cast the spell */ cast = cast_learned_spell(n, TRUE); if (!cast) return FALSE; } /* Sufficient mana */ if (need_mana <= p_ptr->csp) { /* Use some mana */ p_ptr->csp -= need_mana; } else { int oops = need_mana; /* No mana left */ p_ptr->csp = 0; p_ptr->csp_frac = 0; /* Message */ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!")); /* Hack -- Bypass free action */ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1)); chg_virtue(V_KNOWLEDGE, -10); /* Damage CON (possibly permanently) */ if (randint0(100) < 50) { bool perm = (randint0(100) < 25); /* Message */ msg_print(_("体を悪くしてしまった!", "You have damaged your health!")); /* Reduce constitution */ (void)dec_stat(A_CON, 15 + randint1(10), perm); } } /* Take a turn */ p_ptr->energy_use = 100; /* Window stuff */ p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); return TRUE; }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance; if (effect < 1 || effect > EF_MAX) { msg_print("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { if (!p_ptr->state.resist_pois) { if (!p_ptr->timed[TMD_OPP_POIS] && inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_RES_POIS); return TRUE; } case EF_BLIND: { if (!p_ptr->state.resist_blind) { if (inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_RES_BLIND); return TRUE; } case EF_SCARE: { if (!p_ptr->state.resist_fear) { if (inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_RES_FEAR); return TRUE; } case EF_CONFUSE: { if (!p_ptr->state.resist_confu) { if (inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_RES_CONFU); return TRUE; } case EF_HALLUC: { if (!p_ptr->state.resist_chaos) { if (inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_RES_CHAOS); return TRUE; } case EF_PARALYZE: { if (!p_ptr->state.free_act) { if (inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE)) *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_FREE_ACT); return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!p_ptr->state.resist_confu && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (heal_player(15, 15)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (heal_player(20, 25)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (heal_player(25, 30)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg_print("You feel more experienced."); gain_exp(100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!p_ptr->state.hold_life && (p_ptr->exp > 0)) { msg_print("You feel your memories fade."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg_print("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg_print("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg_print("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, randint1(25) + 25, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, randint1(25) + 25, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; if (!enchant_spell(1, 0, 0)) return FALSE; return TRUE; } case EF_ENCHANT_TODAM: { *ident = TRUE; if (!enchant_spell(0, 1, 0)) return FALSE; return TRUE; } case EF_ENCHANT_WEAPON: { *ident = TRUE; if (!enchant_spell(randint1(3), randint1(3), 0)) return FALSE; return TRUE; } case EF_ENCHANT_ARMOR: { *ident = TRUE; if (!enchant_spell(0, 0, 1)) return FALSE; return TRUE; } case EF_ENCHANT_ARMOR2: { *ident = TRUE; if (!enchant_spell(0, 0, randint1(3) + 2)) return FALSE; return TRUE; } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg_print("The air around your body glows blue for a moment..."); else msg_print("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg_print("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg_print("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg_print("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if ((!p_ptr->state.resist_blind) && (!p_ptr->state.resist_dark)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_BLIND); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { message(MSG_TPLEVEL, 0, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; } return TRUE; } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_SHERO, randint1(50) + 50, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg_print("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg_print("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { if (inc_timed(TMD_SHERO, randint1(50) + 50, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); if (fire_ball(breath_types[which], dir, breath_types[which + 1], 3)) *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg_print("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg_print("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); (void)dec_stat(A_DEX, TRUE); (void)dec_stat(A_WIS, TRUE); (void)dec_stat(A_CON, TRUE); (void)dec_stat(A_STR, TRUE); (void)dec_stat(A_CHR, TRUE); (void)dec_stat(A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg_print("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg_print("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg_print("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg_print("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; message_format(MSG_BR_ELEC, 0, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; message_format(MSG_BR_GAS, 0, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; message_format(MSG_BR_FIRE, 0, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; message_format(mh[chance].msg_sound, 0, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; message_format(MSG_BR_CONF, 0, "You breathe confusion."); fire_ball(GF_CONFUSION, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; message_format(MSG_BR_SOUND, 0, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); message_format((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISENCHANT), 0, "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); message_format((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), 0, "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg_format("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISENCHANT : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); message_format((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), 0, "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; message_format(MSG_BR_ELEMENTS, 0, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: case EF_TRAP_PIT: case EF_TRAP_PIT_SPIKES: case EF_TRAP_PIT_POISON: case EF_TRAP_RUNE_SUMMON: case EF_TRAP_RUNE_TELEPORT: case EF_TRAP_SPOT_FIRE: case EF_TRAP_SPOT_ACID: case EF_TRAP_DART_SLOW: case EF_TRAP_DART_LOSE_STR: case EF_TRAP_DART_LOSE_DEX: case EF_TRAP_DART_LOSE_CON: case EF_TRAP_GAS_BLIND: case EF_TRAP_GAS_CONFUSE: case EF_TRAP_GAS_POISON: case EF_TRAP_GAS_SLEEP: { break; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg_print("Effect not handled."); return FALSE; }
void chaos_warrior_reward(void) { if (one_in_(6)) { msg_format("%^s rewards you with a mutation!", chaos_patrons[p_ptr->chaos_patron]); mut_gain_random(NULL); } else { char wrath_reason[32] = ""; int nasty_chance = 6; int dummy = 0, dummy2 = 0; int type, effect; int count = 0; if (p_ptr->lev == 13) nasty_chance = 2; else if (!(p_ptr->lev % 13)) nasty_chance = 3; else if (!(p_ptr->lev % 14)) nasty_chance = 12; if (one_in_(nasty_chance)) type = randint1(20); /* Allow the 'nasty' effects */ else type = randint1(15) + 5; /* Or disallow them */ if (type < 1) type = 1; if (type > 20) type = 20; type--; sprintf(wrath_reason, "the Wrath of %s", chaos_patrons[p_ptr->chaos_patron]); effect = chaos_rewards[p_ptr->chaos_patron][type]; switch (effect) { case REW_POLY_SLF: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a new form, mortal!'"); do_poly_self(); break; case REW_GAIN_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Well done, mortal! Lead on!'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; msg_print("You feel more experienced."); gain_exp(ee); } break; case REW_LOSE_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou didst not deserve that, slave.'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else { lose_exp(p_ptr->exp / 6); } break; case REW_GOOD_OBJ: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, FALSE, FALSE); break; case REW_GREA_OBJ: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, TRUE, FALSE); break; case REW_CHAOS_WP: { object_type forge; msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy blade.'"); dummy = TV_SWORD; switch (randint1(p_ptr->lev)) { case 0: case 1: dummy2 = SV_DAGGER; break; case 2: case 3: dummy2 = SV_MAIN_GAUCHE; break; case 4: dummy2 = SV_TANTO; break; case 5: case 6: dummy2 = SV_RAPIER; break; case 7: case 8: dummy2 = SV_SMALL_SWORD; break; case 9: case 10: dummy2 = SV_BASILLARD; break; case 11: case 12: case 13: dummy2 = SV_SHORT_SWORD; break; case 14: case 15: dummy2 = SV_SABRE; break; case 16: case 17: dummy2 = SV_CUTLASS; break; case 18: dummy2 = SV_WAKIZASHI; break; case 19: dummy2 = SV_KHOPESH; break; case 20: dummy2 = SV_TULWAR; break; case 21: dummy2 = SV_BROAD_SWORD; break; case 22: case 23: dummy2 = SV_LONG_SWORD; break; case 24: case 25: dummy2 = SV_SCIMITAR; break; case 26: dummy2 = SV_NINJATO; break; case 27: dummy2 = SV_KATANA; break; case 28: case 29: dummy2 = SV_BASTARD_SWORD; break; case 30: dummy2 = SV_GREAT_SCIMITAR; break; case 31: dummy2 = SV_CLAYMORE; break; case 32: dummy2 = SV_ESPADON; break; case 33: dummy2 = SV_TWO_HANDED_SWORD; break; case 34: dummy2 = SV_FLAMBERGE; break; case 35: dummy2 = SV_NO_DACHI; break; case 36: dummy2 = SV_EXECUTIONERS_SWORD; break; case 37: dummy2 = SV_ZWEIHANDER; break; case 38: dummy2 = SV_HAYABUSA; break; default: dummy2 = SV_BLADE_OF_CHAOS; } object_prep(&forge, lookup_kind(dummy, dummy2)); forge.to_h = 3 + randint1(dun_level) % 10; forge.to_d = 3 + randint1(dun_level) % 10; one_resistance(&forge); forge.name2 = EGO_WEAPON_CHAOS; drop_near(&forge, -1, py, px); break; } case REW_GOOD_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy reward.'"); acquirement(py, px, randint1(2) + 1, FALSE, FALSE); break; case REW_GREA_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Behold, mortal, how generously I reward thy loyalty.'"); acquirement(py, px, randint1(2) + 1, TRUE, FALSE); break; case REW_TY_CURSE: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou art growing arrogant, mortal.'"); activate_ty_curse(FALSE, &count); break; case REW_SUMMON_M: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'My pets, destroy the arrogant mortal!'"); for (dummy = 0; dummy < randint1(5) + 1; dummy++) summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); break; case REW_H_SUMMON: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst worthier opponents!'"); activate_hi_summon(py, px, FALSE); break; case REW_DO_HAVOC: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); call_chaos(100); break; case REW_GAIN_ABL: msg_format("The voice of %s rings out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Stay, mortal, and let me mold thee.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_inc_stat(chaos_stats[p_ptr->chaos_patron]); else do_inc_stat(randint0(6)); break; case REW_LOSE_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'I grow tired of thee, mortal.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_dec_stat(chaos_stats[p_ptr->chaos_patron]); else do_dec_stat(randint0(6)); break; case REW_RUIN_ABL: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a lesson in humility, mortal!'"); msg_print("You feel less powerful!"); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; case REW_POLY_WND: msg_format("You feel the power of %s touch you.", chaos_patrons[p_ptr->chaos_patron]); do_poly_wounds(); break; case REW_AUGM_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Receive this modest gift from me!'"); for (dummy = 0; dummy < 6; dummy++) do_inc_stat(dummy); break; case REW_HURT_LOT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Suffer, pathetic fool!'"); fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4); take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1); break; case REW_HEAL_FUL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Rise, my servant!'"); restore_level(); set_poisoned(0, TRUE); set_blind(0, TRUE); set_confused(0, TRUE); set_image(0, TRUE); set_stun(0, TRUE); set_cut(0, TRUE); hp_player(5000); for (dummy = 0; dummy < 6; dummy++) do_res_stat(dummy); break; case REW_CURSE_WP: { int slot = equip_random_slot(object_is_melee_weapon); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thy weapon.'"); curse_weapon(FALSE, slot); } break; } case REW_CURSE_AR: { int slot = equip_random_slot(object_is_armour); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thine equipment.'"); curse_armor(slot); } break; } case REW_PISS_OFF: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Now thou shalt pay for annoying me.'"); switch (randint1(4)) { case 1: activate_ty_curse(FALSE, &count); break; case 2: activate_hi_summon(py, px, FALSE); break; case 3: if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } else { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; default: for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; } break; case REW_WRATH: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Die, mortal!'"); take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), FALSE); activate_hi_summon(py, px, FALSE); activate_ty_curse(FALSE, &count); if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } if (one_in_(2)) { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; case REW_DESTRUCT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); destroy_area(py, px, 25, 3 * p_ptr->lev); break; case REW_GENOCIDE: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); symbol_genocide(0, FALSE); break; case REW_MASS_GEN: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); mass_genocide(0, FALSE); break; case REW_DISPEL_C: msg_format("You can feel the power of %s assault your enemies!", chaos_patrons[p_ptr->chaos_patron]); dispel_monsters(p_ptr->lev * 4); break; case REW_IGNORE: msg_format("%s ignores you.", chaos_patrons[p_ptr->chaos_patron]); break; case REW_SER_DEMO: msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_MONS: msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_UNDE: msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; default: msg_format("The voice of %s stammers:", chaos_patrons[p_ptr->chaos_patron]); msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect); } } }
static bool quaff_potion(object_type *o_ptr, bool *ident) { /* Analyze the potion */ switch (o_ptr->sval) { case SV_POTION_WATER: case SV_POTION_APPLE_JUICE: case SV_POTION_SLIME_MOLD: { msg_print("Вы утолили жажду."); *ident = TRUE; break; } case SV_POTION_SLOWNESS: { if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE; break; } case SV_POTION_SALT_WATER: { msg_print("Вя-а-а! Вас стошнило!"); (void)set_food(PY_FOOD_STARVE - 1); (void)set_poisoned(0); (void)set_paralyzed(p_ptr->paralyzed + 4); *ident = TRUE; break; } case SV_POTION_POISON: { if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10)) { *ident = TRUE; } } break; } case SV_POTION_BLINDNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + rand_int(100) + 100)) { *ident = TRUE; } } break; } case SV_POTION_CONFUSION: { if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + rand_int(20) + 15)) { *ident = TRUE; } } break; } case SV_POTION_SLEEP: { if (!p_ptr->free_act) { if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4)) { *ident = TRUE; } } break; } case SV_POTION_LOSE_MEMORIES: { if (!p_ptr->hold_life && (p_ptr->exp > 0)) { msg_print("Ваша жизнь меркнет."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } break; } case SV_POTION_RUINATION: { msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!"); take_hit(damroll(10, 10), "зельем Ослабевания"); (void)dec_stat(A_DEX, 25, TRUE); (void)dec_stat(A_WIS, 25, TRUE); (void)dec_stat(A_CON, 25, TRUE); (void)dec_stat(A_STR, 25, TRUE); (void)dec_stat(A_CHR, 25, TRUE); (void)dec_stat(A_INT, 25, TRUE); *ident = TRUE; break; } case SV_POTION_DEC_STR: { if (do_dec_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_DEC_INT: { if (do_dec_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_DEC_WIS: { if (do_dec_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_DEC_DEX: { if (do_dec_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_DEC_CON: { if (do_dec_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_DEC_CHR: { if (do_dec_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_DETONATIONS: { msg_print("Массивные взрывы сотрясают ваше тело!"); take_hit(damroll(50, 20), "зельем взрыва"); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); *ident = TRUE; break; } case SV_POTION_DEATH: { msg_print("Чувство Смерти протекает сквозь вас..."); take_hit(5000, "зельем Смерти"); *ident = TRUE; break; } case SV_POTION_INFRAVISION: { if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100))) { *ident = TRUE; } break; } case SV_POTION_DETECT_INVIS: { if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12))) { *ident = TRUE; } break; } case SV_POTION_SLOW_POISON: { if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE; break; } case SV_POTION_CURE_POISON: { if (set_poisoned(0)) *ident = TRUE; break; } case SV_POTION_BOLDNESS: { if (set_afraid(0)) *ident = TRUE; break; } case SV_POTION_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(25) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_POTION_RESIST_HEAT: { if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_RESIST_COLD: { if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_HEROISM: { if (hp_player(10)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_BERSERK_STRENGTH: { if (hp_player(30)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_CURE_LIGHT: { if (hp_player(damroll(2, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_cut(p_ptr->cut - 10)) *ident = TRUE; break; } case SV_POTION_CURE_SERIOUS: { if (hp_player(damroll(4, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE; break; } case SV_POTION_CURE_CRITICAL: { if (hp_player(damroll(6, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_STAR_HEALING: { if (hp_player(1200)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_LIFE: { msg_print("Чуство Жизни протекает в вас!"); restore_level(); (void)set_poisoned(0); (void)set_blind(0); (void)set_confused(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)do_res_stat(A_STR); (void)do_res_stat(A_CON); (void)do_res_stat(A_DEX); (void)do_res_stat(A_WIS); (void)do_res_stat(A_INT); (void)do_res_stat(A_CHR); /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; break; } case SV_POTION_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Ваша голова проясняется."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); *ident = TRUE; } break; } case SV_POTION_RESTORE_EXP: { if (restore_level()) *ident = TRUE; break; } case SV_POTION_RES_STR: { if (do_res_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_RES_INT: { if (do_res_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_RES_WIS: { if (do_res_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_RES_DEX: { if (do_res_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_RES_CON: { if (do_res_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_RES_CHR: { if (do_res_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_INC_STR: { if (do_inc_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_INC_INT: { if (do_inc_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_INC_WIS: { if (do_inc_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_INC_DEX: { if (do_inc_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_INC_CON: { if (do_inc_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_INC_CHR: { if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_AUGMENTATION: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_ENLIGHTENMENT: { msg_print("Изображение подземелья формируется у вас в голове..."); wiz_lite(); *ident = TRUE; break; } case SV_POTION_STAR_ENLIGHTENMENT: { msg_print("Вы чувствуете себя просвещенным..."); message_flush(); wiz_lite(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); (void)detect_treasure(); (void)detect_objects_gold(); (void)detect_objects_normal(); identify_pack(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_SELF_KNOWLEDGE: { msg_print("Вы познаете себя немного лучше..."); message_flush(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_EXPERIENCE: { if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; msg_print("Вы чувствуете себя более опытным."); gain_exp(ee); *ident = TRUE; } break; } } return (TRUE); }